]> git.tdb.fi Git - libs/gl.git/commitdiff
Make it possible to set up and export some common effects in Blender
authorMikko Rasa <tdb@tdb.fi>
Wed, 20 Oct 2021 12:04:44 +0000 (15:04 +0300)
committerMikko Rasa <tdb@tdb.fi>
Wed, 20 Oct 2021 12:04:44 +0000 (15:04 +0300)
A sky effect can now be enabled in world properties.  If sky is enabled
and any materials use IBL, en environment map effect is added.  If any
lights have shadows enabled, a shadow map effect is exported.

blender/io_mspgl/export_scene.py
blender/io_mspgl/properties.py
blender/io_mspgl/scene.py

index 0557073ce826bffbf26960e606afed90fc624cf2..a069af2a60d6fafa88313705e6b743a43267320d 100644 (file)
@@ -1,5 +1,7 @@
 import math
 import os
+import itertools
+import mathutils
 
 class SceneExporter:
        def export_to_file(self, context, out_fn, *, selected_only=False, visible_only=True, collection=True, skip_existing=True):
@@ -131,21 +133,82 @@ class SceneExporter:
 
                any_opaque = False
                any_blended = False
+               use_ibl = False
+               use_shadow = False
+               shadowed_lights = []
+               shadow_casters = []
                s = scene
                while s:
                        if s.instances:
                                any_opaque = True
                        if s.blended_instances:
                                any_blended = True
+                       if s.use_ibl:
+                               use_ibl = True
+                       if s.use_shadow:
+                               use_shadow = True
+                       shadowed_lights += [l.data for l in s.lights if l.data.use_shadow]
+                       for i in itertools.chain(s.instances, s.blended_instances):
+                               p = i.prototype
+                               if p.material_slots and p.material_slots[0].material and p.material_slots[0].material.shadow_method!='NONE':
+                                       shadow_casters.append(i)
                        s = s.background_set
 
+               shadowed_lights.sort(key=lambda l:l.shadow_map_size, reverse=True)
 
                main_tags = []
                if any_opaque:
                        main_tags.append("")
                if any_blended:
+                       main_tags.append("blended")
 
-               self.add_content_steps(seq_res, "content", lighting_res, main_tags)
+               content = "content"
+               if use_ibl and scene.use_sky:
+                       self.add_auxiliary_sequence(seq_res, "environment", "sky", ((0.0, 0.0, 0.0, 0.0), 1.0), main_tags, lighting_res)
+
+                       st = Statement("effect", "environment")
+                       st.sub.append(Statement("type", Token("environment_map")))
+                       st.sub.append(Statement("size", 32))
+                       st.sub.append(Statement("roughness_levels", 2))
+                       st.sub.append(Statement("fixed_position", 0.0, 0.0, 0.0))
+                       st.sub.append(Statement("content", content))
+                       st.sub.append(Statement("environment", "environment_sequence"))
+
+                       seq_res.statements.append(st)
+                       content = "environment"
+
+               if scene.use_sky:
+                       st = Statement("effect", "sky")
+                       st.sub.append(Statement("type", Token("sky")))
+                       st.sub.append(seq_res.create_reference_statement("sun", resources[scene.sun_light.name+".light"]))
+                       st.sub.append(Statement("content", content))
+
+                       seq_res.statements.append(st)
+                       content = "sky"
+
+               if use_shadow:
+                       self.add_auxiliary_sequence(seq_res, "shadow", "content", (None, 1.0), ["shadow"], None)
+                       self.add_auxiliary_sequence(seq_res, "thsm", "content", (None, 1.0), ["shadow_thsm"], None)
+
+                       st = Statement("effect", "shadow_map")
+                       st.sub.append(Statement("type", Token("shadow_map")))
+                       st.sub.append(Statement("size", *self.compute_shadowmap_size(shadowed_lights)))
+                       target, radius = self.compute_bounding_sphere(shadow_casters)
+                       st.sub.append(Statement("target", *target))
+                       st.sub.append(Statement("radius", radius))
+                       st.sub.append(Statement("content", content))
+                       st.sub.append(seq_res.create_reference_statement("lighting", lighting_res))
+                       for l in shadowed_lights:
+                               ss = seq_res.create_reference_statement("light", resources[l.name+".light"])
+                               ss.sub.append(Statement("size", int(l.shadow_map_size)))
+                               shadow_caster = "thsm_sequence" if l.type=='POINT' else "shadow_sequence"
+                               ss.sub.append(Statement("shadow_caster", shadow_caster))
+                               st.sub.append(ss)
+
+                       seq_res.statements.append(st)
+                       content = "shadow_map"
+
+               self.add_content_steps(seq_res, content, lighting_res, main_tags)
 
                if scene.use_ao:
                        ss = Statement("postprocessor")
@@ -193,3 +256,38 @@ class SceneExporter:
                        if lighting:
                                st.sub.append(seq_res.create_reference_statement("lighting", lighting))
                        seq_res.statements.append(st)
+
+       def add_auxiliary_sequence(self, seq_res, aux_name, content, clear_values, step_tags, lighting):
+               seq_name = os.path.splitext(seq_res.name)[0]
+
+               from .datafile import Resource, Statement
+               aux_seq_res = Resource("{}_{}.seq".format(seq_name, aux_name), "sequence")
+               self.add_clear(aux_seq_res.statements, *clear_values)
+               aux_seq_res.statements.append(Statement("renderable", "content"))
+               self.add_content_steps(aux_seq_res, "content", lighting, step_tags)
+
+               st = seq_res.create_reference_statement("sequence", aux_name+"_sequence", aux_seq_res)
+               st.sub.append(Statement("renderable", "content", content))
+               seq_res.statements.append(st)
+
+       def compute_shadowmap_size(self, lights):
+               total_area = 0
+               for l in lights:
+                       s = int(l.shadow_map_size)
+                       total_area += s*s
+
+               size = 1
+               while size*size<total_area:
+                       size *= 2
+               if size*size>total_area*2:
+                       return (size, size//2)
+               else:
+                       return (size, size)
+
+       def compute_bounding_sphere(self, instances):
+               points = []
+               for i in instances:
+                       points += [i.matrix_world@mathutils.Vector(c) for c in i.prototype.bound_box]
+
+               from .util import compute_bounding_sphere
+               return compute_bounding_sphere(points)
index 7b67955a1e2e84c159e2b2211e89f2f69c421bf6..ef4018264e98613811f1eea0d4be1a0bb4b59be1 100644 (file)
@@ -12,6 +12,20 @@ class MspGLSceneProperties(bpy.types.Panel):
 
                self.layout.prop(scene, "export_disposition")
 
+class MspGLWorldProperties(bpy.types.Panel):
+       bl_idname = "WORLD_PT_mspgl_properties"
+       bl_label = "MspGL properties"
+       bl_space_type = "PROPERTIES"
+       bl_region_type = "WINDOW"
+       bl_context = "world"
+
+       def draw(self, context):
+               world = context.scene.world
+
+               self.layout.prop(world, "use_sky")
+               if world.use_sky:
+                       self.layout.prop(world, "sun_light")
+
 class MspGLMeshProperties(bpy.types.Panel):
        bl_idname = "MESH_PT_mspgl_properties"
        bl_label = "MspGL properties"
@@ -143,8 +157,25 @@ class MspGLTextureNodeProperties(bpy.types.Panel):
                self.layout.prop(node, "use_mipmap")
                self.layout.prop(node, "max_anisotropy")
 
+class MspGLLightProperties(bpy.types.Panel):
+       bl_idname = "LIGHT_PT_mspgl_properties"
+       bl_label = "MspGL properties"
+       bl_space_type = "PROPERTIES"
+       bl_region_type = "WINDOW"
+       bl_context = "data"
+
+       @classmethod
+       def poll(cls, context):
+               return context.active_object.type=="LIGHT"
+
+       def draw(self, context):
+               light = context.active_object.data
+
+               if light.use_shadow:
+                       self.layout.prop(light, "shadow_map_size")
+
 class MspGLRenderProperties(bpy.types.Panel):
-       bl_idname = "WORLD_PT_mspgl_properties"
+       bl_idname = "RENDER_PT_mspgl_properties"
        bl_label = "MspGL properties"
        bl_space_type = "PROPERTIES"
        bl_region_type = "WINDOW"
@@ -188,7 +219,7 @@ class MspGLUniformList(bpy.types.UIList):
                        layout.prop(uniform, "name", text="", emboss=False, icon_value=icon)
                        layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
 
-classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
+classes = [MspGLSceneProperties, MspGLWorldProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
        MspGLTextureNodeProperties, MspGLLightProperties, MspGLRenderProperties, MspGLRenderMethod,
        MspGLRenderMethodList, MspGLUniform, MspGLUniformList]
 
@@ -204,6 +235,9 @@ def register_properties():
        bpy.types.Scene.use_hdr = bpy.props.BoolProperty(name="High dynamic range", description="Use a range render target with a floating point format", default=False)
        bpy.types.Scene.ao_samples = bpy.props.IntProperty(name="Ambient occlusion samples", description="Number of samples to use for ambient occlusion", min=8, max=128, default=32)
 
+       bpy.types.World.use_sky = bpy.props.BoolProperty(name="Realtime sky", description="Use a realtime rendered sky background", default=False)
+       bpy.types.World.sun_light = bpy.props.PointerProperty(type=bpy.types.Light, name="Sun", description="Light to use as sun for the sky")
+
        bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
        bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
                items=(("NONE", "None", "No smoothing"),
@@ -245,6 +279,15 @@ def register_properties():
        bpy.types.ShaderNodeTexImage.use_mipmap = bpy.props.BoolProperty(name="Use mipmaps", description="Use mipmaps (automatically generated) for the texture", default=True)
        bpy.types.ShaderNodeTexImage.max_anisotropy = bpy.props.FloatProperty(name="Maximum anisotropy", description="Maximum anisotropy to use in texture filtering", min=1, max=16, default=1)
 
+       bpy.types.Light.shadow_map_size = bpy.props.EnumProperty(name="Shadow map size", description="Size of shadow map to use for rendering shadows", default="4096",
+               items=(("256", "256", ""),
+                       ("512", "512", ""),
+                       ("1024", "1024", ""),
+                       ("2048", "2048", ""),
+                       ("4096", "4096", ""),
+                       ("8192", "8192", ""),
+                       ("16384", "16384", "")))
+
 def unregister_properties():
        for c in classes:
                bpy.utils.unregister_class(c)
index 03e239e6a77dce8dcb601e59230512d73e9c6a1f..e4f31067cd8a910e48b842e6b66d04cde1f0259f 100644 (file)
@@ -25,6 +25,8 @@ class Scene:
                self.instances = []
                self.blended_instances = []
                self.lights = []
+               self.realtime_sky = False
+               self.sun_light = None
                self.ambient_light = mathutils.Color((0.0, 0.0, 0.0))
                self.exposure = scene.view_settings.exposure
 
@@ -43,6 +45,12 @@ class Scene:
                                        s = surface_node.inputs["Strength"].default_value
                                        self.ambient_light = mathutils.Color(c[:3])*s
 
+                       self.use_sky = scene.world.use_sky and scene.world.sun_light
+                       self.sun_light = scene.world.sun_light
+
+               self.use_shadow = False
+               self.use_ibl = False
+
                objects = scene.objects[:]
                objects.sort(key=lambda o:o.name)
                if obj_filter:
@@ -57,13 +65,19 @@ class Scene:
                                clones = [c for c in objects if is_same_object(o, c)]
                                self.prototypes.append(o)
                                instance_list = self.instances
-                               if o.material_slots and o.material_slots[0].material and o.material_slots[0].material.blend_method=='BLEND':
-                                       instance_list = self.blended_instances
+                               if o.material_slots and o.material_slots[0].material:
+                                       mat = o.material_slots[0].material
+                                       if mat.blend_method=='BLEND':
+                                               instance_list = self.blended_instances
+                                       if mat.image_based_lighting:
+                                               self.use_ibl = True
                                for c in clones:
                                        instance_list.append(Instance(c, o))
                                        processed.add(c.name)
                        elif o.type=='LIGHT':
                                self.lights.append(o)
+                               if o.data.use_shadow:
+                                       self.use_shadow = True
 
        def get_chain(self):
                result = []